11:35
1492 - Colonization of the new world Playtest - OliverJ
  • Fixed freeze after successful fort bombardment
  • Fixed problems relating to trade routes after a colony was lost
  • No longer allowed to build a colony on the edge (must have 8 adjacent tiles)
  • Map can now be customized (size and climate)
  • Now differentiates between minor and major rivers when calculating production bonuses
  • The dialog to select which good to produce after dragging a unit to a tile now shows max potential (like the "Work the fields" dialog)
  • A village with a foreign mission will now increase that village's alarm towards other players
  • When an armed/mounted native unit dies, the closest village gets to reclaim some of that unit's horses or muskets
  • Wagon trains now limited - number of wagons can not exceed number of colonies
  • A village with large cache of muskets or horses will now trade some of these to a village of a different tribe
  • Colony now shows a large hammer on the building currently under construction (or being upgraded)
  • A progress indicator is now shown on the town hall if there is an ongoing goods party (counting down from the initial +50% bell bonus)
  • Village chief gifts are now more likely to be map knowledge. Other gifts are reduced in value.
  • Looting a ship will now loot from all cargo slots, but not the full contents (some goods will have been damaged during the attack)
  • If a colonist is about to starve, the food deficit warning is shown as a dialog and not just a news item
  • The High seas tile is renamed "Sea Lane"
  • Activating an anchored ship (clicking on it) will no longer ask the player to clear orders
  • Ships in europe can be given a goto-order making it continue to that colony automatically when reaching the new world
  • Added "L" hotkey for loading the most valuable cargo in colony screen
  • Added "U" hotkey to unload all in colony screen and europe screen
  • Added "C" hotkey to open construction menu in the colony screen (ctrl+C to Buy)
  • Fixed brief freeze when starting new music track
  • NumPad can now be used to navigate dialogs
  • Fixed output on buildings in the colony screen showing in other colonies if the building did not exist in the other colony (e.g. output from Armory)
  • Fixed mouse-wheel zooming (was not properly zooming to cursor)
  • Colonists can now be dragged to tiles that already have a worker to swap them
  • Ships under repair are now shown in colony and europe, but can not be interacted with
  • Fixed ships being sunk most of the time instead of being damaged and sent for repairs
  • Europeans can now demand privateer withdrawal
  • Fixed weird diplomacy dialog if not agreeing to the partition when first meeting a european nation
  • Most dialogs used to pick units will show the unit description
  • School now shows teaching progression for each teacher
  • Messages about changes in loyalist penalties and rebel bonuses rarely appeared as they should. Fixed.
  • All production values on buildings and tiles now show red if there is a loyalist penalty in effect or green if the colony has rebel bonus
  • Slight increase to village alarm from player activities in surrounding tiles
  • Significantly increased the alarm generated from the "Tribal Anger" lost city
  • Trade routes can be renamed
  • Immigrants appearing in europe now leans more towards unskilled immigrants on higher difficulties
Ascendant Dawn - Nikous Studios

Developer Gameplay

11:32
CRETE Playtest - TheNileUnion President

New Update. Remember to restart Steam so you can get the update.

Brontes

  • Brontes Orbs health reduced 50%,

  • Brontes Orbs range reduced from 12 to 10 meters.,

  • Brontes Orbs falling speed increased 50%,

  • Brontes Orbs are now a bit closer the arena and have a better distribution.,

  • Brontes Orbs telegraphing is more clear in the floor, adding extra color in the epicenter of the explosion.,

  • Brontes now can shot from 1 to up 3 Orbs per shot in its lower health phase.,

  • Brontes Breath better telegraphing.,

  • Brontes Breath AOE increased 10 meters, however, its head is locked forward and is easier to scape.,

  • Brontes Breath FX is more clear.,

  • Brontes head orientation now moves smoother towards its aggroed target.,

Mobility

  • Swapping weapons won't cancel a pick up.,

  • Climbing will block dash, jump, and weapon swap once the animation starts. However, it is still have i-frames on contact.,

  • Some ability loading animation like Nucleic Javeline can't be cancel with a dash, jump or weapon swap, only right click can cancel it.,

Abilities

  • Nucleic Javeline Speed now works as expected, both in loading and launch phases.,

Bug fixes

  • Removed some crazy mutations wrongly placed in the world.

11:22
Bit ESC - Essssam
- Fixed an issue with saving Byte Block progress.
- Fixed teleport crashing issue in third level
Dead Oil - waba baba

Hey everyone!
The launch has been going great so far, thank you all for playing Dead Oil!

I’ve already rolled out a few small patches since release:

  • 🛠️ Bug fixes and overall stability improvements

  • ⚙️ Better handling and camera feel

  • 📡 More accurate and responsive scanner

Everything should feel smoother now!


💬 Your Feedback Matters

If you’re enjoying the game and want to see it grow with new content and features, I really need your help:

Please take a moment to leave a honest review on Steam!
We’re currently at 7 positive reviews, and the next goal is 10, once we reach that, the Steam algorithm starts showing the game to a lot more players.

It takes just a minute, but it makes a huge difference!


🤝 Stay Connected

Feel free to ask questions, share feedback, or report bugs here on the Steam Community or in the official Discord, I’m active there every day and always improving the game based on your input.

Thanks again for all the support and for being part of Dead Oil’s early journey!

Bottle Cracks - Alunova Studios

Hey everyone! :D

After a lot of sleepless nights and running around trying to get everything ready, I finally have a first version of Bottle Cracks for you to try out! It’s a beta and you’ll be able to play it this Saturday, October 25th!

What's included?

The playtest is just a small preview of what the full game will become, but your feedback will help shape it a lot! Depending on how good you are (and how much you mess around 😄), you can expect anywhere from 30 minutes to over an hour of gameplay, especially if you’re playing with friends.

Here’s what’s included so far:

  • 🍾 4 different bottles! (I still plan to improve their models later on.)

  • 🗺️ The first map, Castlecuco, featuring 4 unique levels.

  • 🎮 Controller support (there might still be a few quirks here and there).

  • 👥 Local multiplayer using Remote Play, or play solo if you prefer.

  • 🌐 English and Spanish language support.

For now, the playtest will be available on Windows only, but I’ll do my best to have builds for Linux, and hopefully macOS, in the future!

What’s the goal?

Simple: your feedback!

I’d love to know how the game feels to you, whether you play it solo or with friends. Tell me what works, what’s fun, and what could be better!

And if you want to stay updated, share suggestions, or report bugs once you’ve played, come join our official Bottle Cracks Discord server!

Ardenfall Playtest - joshcamas
- Tweaked bubble shader, which *may* be causing issues on certain GPU's
Cart Capers - Helia

This update brings a new level to explore, with a few existing ones getting extra length and some added humor along the way. Movement has been fine-tuned to give you better control over your cart, and loading screens now move quicker than ever.

We’ve also fixed a lobby issue that sometimes caused players to drop out — connection should now be solid throughout your runs.

New level : Island a short but fun hike through your dream!

Myth Requiem - rafaeligdev

Hey everyone!

As you know, the Myth Requiem demo is just around the corner. Today, we want to give you an exclusive sneak peek at one of the game's key mechanics: the Creature Capture System!

This system is the heart of the game, working both in the depths of dungeons and in random encounters while you explore the cities and the main map.

Preparation is key to maximizing your captures. Before entering battle, follow these simple steps:

1. Companion Positioning: Set up the initial position of your allies. (You can also adjust the formation inside a dungeon).

2. Specialize Your 'Pots': Decide which specific creature you want to capture and adjust your 'Pots' (the capture item) to significantly increase your success rate.

Below, you can see how this setup is presented in the game.

Stay tuned! The demo is coming very soon!

GG-Party - HitEmUp

Check out how the dev from GG-Party plays the game and what tactics he uses to crack the million ;)

...

Haber arama
Arşiv
YILA GÖRE ARŞİV
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